Everyone is welcome on the Google Meet linked below every other Thursday, at 17:00 CEST.
Bastien Montagne, Charles Wardlaw, Lilith Houtjes, Matt McLin, Micheal Kowalski, Nathan Rozendaal, Sonny Campbell, Thomas Feijen
The meeting covers the pipeline & I/O module in a broader sense, including some topics hosted in other modules (e.g. some I/O python add-ons, or overrides and .blend file I/O from the Core module).
- Google Meet
- Previous meeting
- Next meeting
- Pipeline, Assets & I/O workboard
- Core workboard
- #pipeline-assets-io-module chat channel
- #core-module chat channel
Collections for Import/Export Design & USD
Sonny made progresses on the USDZ patches, they are awaiting final review, would still be nice to have this finalized for 3.5.
Michael also worked on finalizing patches, ‘import all materials’ is now complete.
Charles has patches, like the CI tests, that are essentially ready and are just waiting for some final review.
Matt has some patches waiting for reviews too. The Apple team is also committed to improve as much as possible USD IO.
The Blender core team is lagging behind when it comes to the USD project coordination, due to lack of available dev time. Bastien will come back shortly to the team with some updates on this topic.
PLY C++ Importer/Exporter
The project is going well and is on schedule, Nathan and his team expect to submit the last patch by the end of January. They have a few questions and notes:
With PLY, when exporting UVs, vertices need to be duplicated if their UVs are not all the same. By default (and with current Python exporter as well), this means than on import the mesh is disjoint and split in ‘UV islands’. Should there be an import option to merge back vertices with the exact same coordinates? Or should this even be the default and unique behavior?
Bastien answers that, unless there is a clear use-case to keep the split geometry, the simplest solution is probably to always merge vertices back, and avoid adding an extra option.
Due to complexity, it is unlikely that exporting loose edges/vertices is supported when also exporting UVs. This will be clearly documented in release notes and the tooltip of the relevant option.
UI: Currently in Blender IO tools, there are two ways to display the axes options, as drop-downs or as rows of buttons. This should be harmonized, a task has been created for the UI/UX team to make a decision on it.
The students participating in this project will also present their work during a Winnovation event at their university on the 26th of January, in Zwolle, the Netherlands:
Location: Building X Windesheim Zwolle
Date: 26th of January
• 13:00 - 13:30 Opening Winnovation
• 13:30 - 16:00 Expo
• 16:00 - 16:15 Award ceremony
• 16:15 - 17:15 Drink & bites
Everyone is welcome to join and meet them!
Brush Asset project
After several months of design, actual develpement started in December. Some low-level technical pre-requisits already landed in master, and several related UI and Assets patches are currently in review. The current target for the initial release is Blender 3.6.
The next meeting will be on Wednesday 25th January, 17:00 CET/Amsterdam time (your local time: 2023-01-25T16:00:00Z).
The provisional meeting agenda will be linked in the #pipeline-assets-io-module channel before the meeting.